Krashlander UI

Over the past couple weeks, I’ve been working on the Krashlander UI.  My goal, as always, is to keep things simple.  I really liked the way the new Windows Phone 7 pivot control looked and felt, so I decided to use it as my primary UI.

Krashlander UI Demo

I’m very much down to brass-tacks on Krashlander.  The only outstanding items I have are:

  • Create the remaining 8 levels and tune them for performance and feel.
  • Add trial logic to entice players to purchase the game.
  • Create all the ancillary media for the marketplace and Windows Phone 7 menus.
  • Finish any other odds and ends that crop up while doing the 3 tasks above.

I won’t be able to tune the levels for feel until I get my hands on  another device.  Hopefully I can get hold of one prior to launch.  If somebody has one that they could part with for a week PLEASE let me know.

I’m really looking forward to getting Krashlander into some hands other than mine.  I think it’s a unique game and I’m anxious to find out what others think.


A Robot Loses His Head

I just posted a recent clip of actual gameplay from Krashlander.  Things are progressing well, I still have a bunch of levels to build and a UI to create (waiting for final build of WP7 controls), but all things considered, I’m happy with where things are.

Here is the video:
(Warning: If you are fond of robots I recommend you do not watch the end of this video.)

A Robot Loses His Head


To show how things have progressed, here is an old Krashlander video I made.

Very early Krashlander video


Jeff Weber

Touching Krashlander

I’ve been spending every spare moment I have getting Krashlander ready for the Window Phone 7 launch.  I decided today to take a few minutes away from development and put together a short video.

The following video shows how the touch controls for Krashlander operate.  Essentially, moving your thumb over the touch surface on the right controls the posture of Krashlander on the left.  There is a bit of math involved to get this working smoothly, but I think it’s pretty intuitive after a few minutes playing with it.

The overlay icons on the right are just there to help guide the user as they learn the controls.  Once comfortable, they can be shut off making for a better view of the game screen.

Enough jabber, here’s the vid:

One last note.  I actually scaled up the size of Krashlander for the video.  In actual gameplay, he/she will be a bit smaller.

-Jeff Weber

Look peeps, a krashlander level!

This is one of my first full size levels I put together for krashlander. This is what it looks like in Microsoft Blend, which I’m basically using as my level editor.

The green dot in the upper left is the starting point for krashlander (the main character of the game) and if you look close you can see the enemy robot on the other end.

The goal, at least as things stand now, is to destroy all robots!  Pretty simple, actually, if you can get to them. (evil smile…)


A krashlander level as seen from the editor (Blend)